about me

I am a Utah based game programmer, and I'm currently pursuing a bachelors degree in Computer Science with an emphasis on game development at the University of Utah, the #1 ranked game school in the US.

I taught myself to write Hello world in C++ when I was 12, and have been obsessed ever since. I'm passionate about games as a creative outlet, and my goal has always been to contribute as much as I can to the development of unique and innovative games.

Email: adam.swaggoner@gmail.com

selected projects

A short narrative game where you find important objects that link together different scenes and piece together a story. Made in two weeks for Adventure Jam 2016 by Josh O'Caoimh and me. I did the programming, Josh did the art, and we collaborated on everything else. It was written about on Alpha Beta Gamer, PCGamer, and RockPaperShotgun.

"For a game that was created in just 2 weeks, Torpor boasts an exciting and rich gameplay experience that will leave the player questioning how the events connect to one another..." - Alpha Beta Gamer

~Also Markiplier played it and I just think thats really cool so check this out~

Engine: Unity

Platforms: Windows, Mac, Linux

A relaxing zen game about picking flowers and getting older.

Engine: Unity

Platforms: Windows, Mac, Linux

An open-world 2D platformer where jumping is a resource. I made Retrostasis in 72 hours for Gamejolt's GDC jam. Everything but the music was done by me. Retrostasis won fourth place out of 128 games, and I got to show it at Gamejolt's booth at GDC 2016.

Engine: Unity

Platforms: Windows, Mac, Linux

Binaural infinite runner set to the music of Proleter. In ZERO, you dodge objects that are procedurally generated based on the background track.

A game where you catch nuts that fall from the sky. Made in one night for a gamejam put on by the Gamecraft club at the University of Utah.

As lead programmer, I worked with and organized a team of 6 other programmers, many of whom had little Unity experience. I also worked closely with the producer, artists, and audio engineers to ensure that everyone was always on the same page. We started brainstorming for the game at 7p.m., had a functioning prototype at midnight, and finished the game around two in the morning.

A 2D Platformer where the player eats to grow, and vomits to shrink. Made in 48 hours with the help of Daniel Sitnick. Daniel did the art, I did the code, and everything else was collaboration. Bitey got third place in BaconGameJam 7.